/Engine/Source/Runtime/Engine/Classes/Particles/ParticleSystemComponent.h
A particle emitter.
class UParticleSystemComponent : public [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent)
float
AccumLODDistanceCheckTime
LOD updating...
float
AccumTickTime
Used to accumulate total tick time to determine whether system can be skipped ticking if not visible.
EAttachmentRule
AutoAttachLocationRule
Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true.
TWeakObjectPtr<...
AutoAttachParent
Component we automatically attach to when activated, if bAutoManageAttachment is true.
EAttachmentRule
AutoAttachRotationRule
Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true.
EAttachmentRule
AutoAttachScaleRule
Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true.
FName
AutoAttachSocketName
Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true.
uint8: 1
bAllowRecycling
If true, this Particle System will be available for recycling after it has completed.
uint8: 1
bAutoAttachWeldSimulatedBodies
Option for how we handle bWeldSimulatedBodies when we attach to the AutoAttachParent, if bAutoManageAttachment is true.
uint8:  1
bAutoDestroy
uint8: 1
bAutoManageAttachment
True if we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed.
uint8:  1
bDeactivateTriggered
If true, someone has requested this component deactivate.
uint8: 1
bForcedInActive
This is set when any of our "don't tick me" timeout values have fired
uint8: 1
bForceLODUpdateFromRenderer
If true, force an LOD update from the renderer.
uint8: 1
bHasBeenActivated
This flag will be set the first time the PSysComp is activated...
uint8:  1
bIsDuringRegister
uint8:  1
bIsManagingSignificance
If this component is having it's significance managed by gameplay code.
uint8:  1
bIsViewRelevanceDirty
If true, the ViewRelevanceFlags are dirty and should be recached
uint8: 1
bJustRegistered
Indicates that the component has not been ticked since being registered.
bool
bOldPositionValid
uint8: 1
bOverrideLODMethod
Indicates that the component's LODMethod overrides the Template's
uint8: 1
bResetOnDetach
uint8:  1
bResetTriggered
If true, someone has requested this component reset.
uint8: 1
bSkipUpdateDynamicDataDuringTick
Flag indicating that dynamic updating of render data should NOT occur during Tick.
uint8: 1
bSuppressSpawning
uint8: 1
bUpdateOnDedicatedServer
Whether to update the particle system on dedicated servers
TArray< struct ...
BurstEvents
The Burst events that occurred in this PSysComp.
uint8: 1
bWarmingUp
uint8: 1
bWasActive
True if this was active before being unregistered or otherwise reset, if so reactivate it
uint8: 1
bWasCompleted
uint8: 1
bWasDeactivated
uint8:  1
bWasManagingSignificance
If this component was previously having it's significance managed by gameplay code.
TArray<FMateri...
CachedViewRelevanceFlags
The view relevance flags for each LODLevel.
TArray< struct ...
CollisionEvents
The Collision events that occurred in this PSysComp.
float
CustomTimeDilation
Scales DeltaTime in UParticleSystemComponent::Tick(...)
TArray< struct ...
DeathEvents
The Death events that occurred in this PSysComp.
int32
EditorDetailMode
Used for applying Cascade's detail mode setting to in-level particle systems
int32
EditorLODLevel
INTERNAL. Used by the editor to set the LODLevel
float
EmitterDelay
This is created at start up and then added to each emitter
TArray< struct ...
EmitterInstances
TArray<TObject...
EmitterMaterials
FFXSystem *
FXSystem
TArray< struct ...
InstanceParameters
Array holding name instance parameters for this ParticleSystemComponent.
TArray< struct ...
KismetEvents
The Kismet events that occurred for this PSysComp.
float
LastSignificantTime
Time in seconds since we were last considered significant.
TEnumAsByte< en...
LODMethod
The method of LOD level determination to utilize for this particle system
float
MaxTimeBeforeForceUpdateTransform
Time between forced UpdateTransforms for systems that use dynamically calculated bounds, Which is effectively how often the bounds are shrunk.
FVector
OldPosition
FParticleBurstS...
OnParticleBurst
FParticleCollis...
OnParticleCollide
FParticleDeathS...
OnParticleDeath
FParticleSpawnS...
OnParticleSpawn
FOnSystemFinish...
OnSystemFinished
Called when the particle system is done.
FVector
PartSysVelocity
EPSCPoolMethod
PoolingMethod
If this PSC is pooling.
FRandomStream
RandomStream
Stream of random values to use with this component
FRenderCommandF...
ReleaseResourcesFence
Command fence used to shut down properly
int32
ReplayClipIDNumber
Clip ID number we're either playing back or capturing to, depending on the value of ReplayState.
TArray<TObject...
ReplayClips
Array of replay clips for this particle system component.
int32
ReplayFrameIndex
The current replay frame for playback
TEnumAsByte< en...
ReplayState
Current particle 'replay state'.
EParticleSignif...
RequiredSignificance
The significance this component requires of it's emitters for them to be enabled.
float
SecondsBeforeInactive
Number of seconds of emitter not being rendered that need to pass before it no longer gets ticked/ becomes inactive.
TArray<TObject...
SkelMeshComponents
The skeletal mesh components used with the socket location module.
TArray< struct ...
SpawnEvents
The Spawn events that occurred in this PSysComp.
TObjectPtr< cla...
Template
float
WarmupTickRate
float
WarmupTime